基本説明
The first-ever collection to include a unique and fascinating combination of cinema, animation and games and machinima - films created in virtual worlds.
Full Description
In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.
Contents
Acknowledgements
Preface Henry Lowood
Introduction Jenna Ng
I. Thinking Machinima
1. Machinima: Cinema in a minor or multitudinous key? William Brown and Matthew Holtmeier
2. Beyond Bullet Time: Media in the knowable space Chris Burke
3. Be(ing)Dazzled: Living in machinima Sheldon Brown
4. Moving Digital Puppets Michael Nitsche, Ali Mazalek and Paul Clifton
5. Facing the Audience: A dialogic perspective on the hybrid animated film Lisbeth Frølunde
6. Dangerous Sim Crossings: Framing the Second Life art machinima Sarah Higley
II. Using Machinima
7. The Art of Games: Machinima and the limits of art games Larissa Hjorth
8. Playing Politics: Machinima as live performance and document Joseph DeLappe
9. Virtual Lens of Exposure: Aesthetics, theory, and ethics of documentary filmmaking in Second Life Sandra Danilovic
10. Call It a Vision Quest: Machinima in a First Nations context Beth Aileen Dillon and Jason Edward Lewis
11. World of Chaucer: Adaptation, pedagogy, and interdisciplinarity Chris Moore and Graham Barwell
12. A Pedagogy of Craft: Teaching Culture Analysis with machinima Jenna Ng and James Barrett
Agency, Simulation, Gamification, Machinima: An interview with Isabelle Arvers Isabelle Arvers and Jenna Ng
Notes on Contributors
Glossary
Index